#version 430

in vec3 worldPos;
in vec3 worldNormal;
in vec2 texcoord;

out vec4 fragColor;

uniform vec3 cameraPos;
uniform vec3 PointLightPos;

layout(binding = 0) uniform sampler2D samp;

void main()
{
	vec4 temp=vec4(1,1,1,1);
	fragColor = texture(samp, texcoord) * temp;
}